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>RPG Rulebooks
https://rentry.org/40kRPGLinks
>Homebrew Collection (August 2024)
https://rentry.org/40RPGHB
>WANG/Imperium Maledictum News
https://cubicle7games.com/blog/warhammer-40k
>Bestiary, armoury, weapon quality and NPC database
http://www.40krpgtools.com/
>Dark Heresy 2e Character Creator:
https://apps.ajott.io/dh2chargen/
>General 40kRPG Encyclopedia
https://www.scholaprogenium.com/
>Offline Combined Armory (v6.48.161023)
http://www.mediafire.com/folder/i3akv9qx9q05z
>Make your maps look just like FFGs
https://www.mediafire.com/?laj4tr275fl2s09
>40k Music
https://www.youtube.com/channel/UCm9WFeqTgvRvyRoGD8jVFVA?
>40k Art
https://40k.gallery/
>Rogue Trader Shipbuilder
https://redlar.itch.io/rogue-trader-ttrpg-ship-builder

Previous Thread: >>94236826

Thread Question: Do you prefer xenos, daemons, or heretics as your preferred enemies?
>>
>>94335528
TQ: I tend to fall back on Heretics more than Than anything else. I just prefer the human element - it feels more relatable. Plus the less xenos and demons, the more weird and alien and surprising they are when they do eventually show up.
>>
>>94335528
I tend to run lower-power scale games, so when Demons do appear I almost always run them as a major threat that don't play by the same rules and can easily wipe the party if they don't escape/fight smart.

Usually heretics or rebels are my preferred enemy to start with, then I bring in xenos to spice things up but I always have xenos play very different to humans. Orks are extremely durable and won't die unless you really blow them apart, Aeldari have 2 turns each round because they are inhumanly quick and reactive, Tyranids will develop resistances to whatever the party used to kill them last time and Tau will never hold ground but do fake retreats to lead into ambushes, or just hit the party with overwhelming firepower to start with.
>>
>>94336134
I have used Tau before. Basically they fomented a communist revolution on an agri-world, so there was only a handful of them and they used the human guerillas for most of the fighting.
>>
>>94335528
Never really fought much against xenos in my one and only game. Although the one time we fought genestealers was spoopy as. Goddamn lictors...
>>
>>94335528
TQ: Minor xenos are generally best for Rogue Trader. Games work well when they revolve around obscure or newly-discovered critters with unknown powers and/or technology. This provides a mystery element that's harder to get if you use standard factions the players already understand.
>>
>>94337263
It also runs the risk of not feeling like 40k since there's nothing the payers can identify with. Orks, eldar, nids, etc are identifiable. You know what to expect and you have a basis for dealing with them. Even outliers are fun because they subvert your expectations (Blood axes). But your custom race of Zorpalods, there's no expectations there. They do what the GM allows, and only the GM knows whats up with them, so ypu just wait for the GM to let you do something.
>>
>>94337288
>It also runs the risk of not feeling like 40k since there's nothing the payers can identify with.
The players are Imperials in Rogue Trader (unless you're doing something weird), so there's still plenty of room for praising the Emperor and Omnissiah. Introducing minor factions also gives players something they can actually destroy. Things like Orks, Eldar, and Tyranids are never going to disappear no matter how many the players personally kill. Daemons even more so (they won't even disappear individually no matter how many times you kill them). Made up Xenos can be killed off, and xenocide is very 40K. Plenty of lore revolves around minor Xenos as well (at least it did until the era in which everything that lacks a plastic model kit and trademark-friendly atrocity of a name retroactively disappeared).
>>
>>94337354
This. I mean, sure, it is totally possible to make a 40KRPG game not feel like 40k, I've seen it happen multiple times. It doesn't happen to me, though, since I'm actually a good GM.

Part of the trick, for those wondering, is to start with the familiar and only introduce your own aliens when appropriate to sell the even-more-alien-than-usual nature of the far reaches of space.
>>
>>94335528
Minor xenos and traitors, not necessarily heretics. In fact I prefer non-heretical traitors.
>>
>>94335528
Does anyone know if you can add custom hull types to the Rogue Trader ship builder? I can get my custom frigates and light cruisers to appear but not a completely new hull classification.
>>
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>>94337664
The Yu'Vath whisperer in that one adventure whose name I don't recall, that you only find after several planets of dealing with its mind slaves and possessed imperial statues in a labyrinth, is a pretty good example.
>>94338723
In ship builder data, goto streaming assets. That's where you'll find the templates to alter, but back up *everything*.
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>>94338808
I can get most of my stuff to appear, but either the streaming assets doesn't support a new hull classification or I'm doing something wrong.
>>
Perhaps it's easier if I just show what I'm trying to do.
>>
>>94338826
That stuff might be coded in. I don’t think anything in streaming assets has a sheet for hull types. Probably easiest to throw it under light cruiser or frigate
>>
>>94338844
I figured as much. I would have preferred a new category so I wouldn't have to clutter existing ones. But I can make this work.
>>
>>94338826
What the hell is a trireme
show me the stats for this fucker
>>
>>94339071
Sure, it's a cheapo stopgap between a LC and Frigate purpose built for ramming. My players really like to build ram ships and I realized the 40SP category is nonexistent.

Olympias-Class Trireme
Hull: Trireme
Dimensions: 3.5km long, 0.5km long abeam at fins approx.
Mass: 21 Megatons approx.
Crew: 58,000 approx.
Accel: 4.7 gravities max sustainable acceleration
The Olympias-Class is the original Trireme produced by the Mechanicum. While not as specialized as later Triremes the Olympias-Class remains a mainstay in Battlefleets Mare Nostrum and Thalassa through its speed and dependable firepower. Ships of this class are typically assigned to lead small groups of frigates to compensate for their lack of prow and dorsal weaponry. Due to its small size and oversized plasma drives, Olympias’s have limited space for additional components.
Speed: 8 Manoeuvrability: +10
Detection: +12 Hull Integrity: 50
Armor: 17 (21 prow) Turret Rating: 1
Space: 45
Weapon Capacity: Port 2, Starboard 2
Trireme Ram: In spite of the Trireme’s small size, the hull is purpose built for ramming opposing ships to pieces before tearing the enemy apart with macrocannons. The Olympias comes pre-equipped with an armored prow, ignoring its cruiser restriction. This component may not be removed. The space required is already taken into account.
>>
>>94339092
You have left out important information. Does it have banks of oars? Space oars.
>>
>>94339113
No, I thought about trying to fit oars into into it. Couldn't think of anything that didn't come across as incredibly dumb. I decided to just use tri and quad for how many banks of oversized thrusters it has.
They're fast enough to keep up with frigates thanks to these engines, but they turn like shit.
>>
>>94339092
I think for the purposes of inputting it into the program you should classify it as a frigate, that might do fine. Unless it's meant to have access to broadsides and other LC components?
>>
>>94339122
An imperial attempt at grav sails on a small scale that just give a bit of extra maneuverability and acceleration? They improve in large quantities and in geometric lines?
>>
>>94339190
I'll probably put it in as a light cruiser. They are supposed to have access to broadsides if you can make the space to compensate for their lack of forward armament.
>>
>>94339197
So it needs to fit light cruiser components and can fit broadsides if you squeeze? 45 space is very tight, have you fitted one out yet?
>>
>>94339196
>>94339122
Most ships get to have like, one or two unique traits. Make the trait that the ship can sacrifice speed for maneuverability.
>>
>>94339211
One to serve as the "stock" Imperial Navy variant. It comes out to 42 space. You're probably right that it could use a few more points of space, say 50, to serve as a proper player flagship. I designed it from a supplemental standpoint as something you would add to your fleet as is without any bells and whistles. A utilitarian tight fit designed to do its primary function and not much else.
>>
>>94339255
Now does its space value already account for the reduction by armored prow or is that not included in the calculations
>>
>>94339275
The 45 space already takes the armored prow into account. It would effectively have 49 if you could remove it.
>>
>>94339230
Wouldn’t that mean a Trireme is outright superior to most light cruisers? I think most LCs already to struggle to make themselves a viable alternative to the Dauntless.
>>94339255
I think that’s probably fine for a ship described as cramped with limited space. Anyone wanting this for their dynasty’s flagship has either accepted that or is stripping some of the macrocannons for their personal arboretum.
>>
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>>94335528
I think I understand this, but in Rogue Trader if you're making a strength check to break down a door and you have Unnatural Strength the Unnatural Strength doesn't actually do anything, does it?
>>
>>94339351
Doesn't it give extra degrees of success?
>>
am i allowed to play grey knights?
>>
>>94339614
GM's discretion if they allow them but there are rules in Daemon Hunter.
>>
>>94339351
If you succeed, you succeed harder. If you fail, fuck you.
It's possible that it only affects contested checks too, I'd need to look into it again.
>>
>>94339614
A good question based off of this - has anyone used the Grey Knights from Daemon Hunter, how did you, and how did it work out?
>>
>>94335528
>TQ
Heretics. Humans are pretty easy to do, and quite flexible. Chaos cultists are classic, but rebels, secessionists, your underhive ratskins.
Xenos are great, but the ways to play with them are more limited. Daemons, not much in 40k really, (oddly enough) more in Warhammer Fantasy
>>
>>94339679
No, but if my black crusade experience is anything go by it will turn into WHEE SPACE MARINES FOREVER WHEE but more
>>
>>94339679
>>94339614
DH2 has the right way of this, sort of.
Everyone has a sheet for their cell acolyte. This is what they'll play for the main game.
Everyone has a sheet for their grey knight. this is what they'll play when flying fecal matter contacts the rotary air motivator.
You can do the same thing with deathwatch, temple assassins, etc.
>>
What do psyker powers tagged with sanctified actually do in dark heresy 2e? As far as I can tell anything that would need holy damage to affect also is affected normally by psyker powes.
>>
>>94340807
Very simply, it lets you "u want rules? fuck u, have redundant rules and GM fiat!" - FFG
>>
>>94335528
what book describes the dangers of warp jump-travel for rpg40k?
>>
>>94341545
Rogue Trader's core rulebook has rules for Navigators and Warp travel. The Navis Primer supplement expands on these. Using these rules as written is probably fine for one shot games, but not so great for long campaigns. These rules are pretty harsh at bad end of the outcome tables, and basically guarantee TPK or at least extreme campaign derailment if you make enough trips (and "enough" isn't all that many).
>>
>>94341664
>Rogue Trader's core rulebook has rules for Navigators and Warp travel. The Navis Primer supplement expands on these. Using these rules as written is probably fine for one shot games, but not so great for long campaigns. These rules are pretty harsh at bad end of the outcome tables, and basically guarantee TPK or at least extreme campaign derailment if you make enough trips (and "enough" isn't all that many).
thank you
>>
Man, I want to play Rogue Trader. I'd even run it.
>>
>>94339351
RT says you get the modifier as extra degrees of success on opposed tests. If you want your heroic captain to push an Ork nob, then he can still win contests if the Ork fails his test. If you want unnaturals to be big deals, then you can use rules from Black crusade and onwards and make the multiplier a bonus to your roll.
For a door, I would either
>Roll opposed strength tests to force open locks and hinges. Most people have 30 strength, so important doors should resist that much. Interiors have like 20 and exteriors like 40. Tools give you a bonus.
>To bash a hole into it roll damage as if hitting a helpless target (p.248 says more damage), with armor points that wear down as per p.246 (DH1e says light wood is AP 4 and thick wood is AP 8). People have 10 wounds, Grox have 22, and chimeras have 35 or so. I would give 5 wounds to interior doors, and 10 to the average exterior door.
Both are loud. Really loud.
>>
>>94341833
>I'd even run it.
Well, you're here and so are a bunch of flakes. What have you got to lose?
>>
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>final session of Dark Heresy game
>we are all fully worshipping Khorne
>finally killed the Slaaneshi cult that was about to sacrifice the planet (so we can kill everyone on it for Khorne instead)
>had already been told by a Bloodthirster that once we had killed everyone in the cult-fortress we could use their ritual space to open a gate for him and his legions to invade the sector and that we would become daemon princes
>open the portal
>bloodthirster comes out and looks at us with utter distain
>tells us that we seemed to forgotten to kill two persons
>DM tells us to roll iniative as we realize what he means
>have to fight each other
>other player wins the PvP
>Bloodthirster informs him he should've done that before summoning him
>splits player in half with his axe killing him instantly for being an incompetent that couldn't follow basic instructions
>>
>>94343017
meant black crusade I keep mixing them up for some reason
>>
>>94341720
Perhaps ironically, having your astropath engage in literally ship scale psychic combat can actually be less destructive. You can do away with a lot of the initial problem by doubling the warp travel encounter table roll time - so 10 days per roll (or 6 for someone using the super sanic fast 616 drive) - or just reducing it to once per trip. Twice if you have that drive, or however many times the route is extended by if using navis primer rules. That way you don't have to worry about a bad route or bad luck being a one way ticket to mutiny.
>>
Im playing Rogue Trader. Anyone got some advice on how build a small fleet around a sword frigate. I know how to get the ships but I am unsure what class I should get.
>>
>>94339351
Unnaturals only effect Opposed Tests in Rogue Trader, roll wise.
However if they're bashing a door down then it doubles their strength bonus for attacks to overcome the AP and tear the door down.
>>
>>94343039
Don't worry, anon. I sometimes screw up the game about crusading against heretics being called Dark Heresy and the game about being heretics being called Black Crusade too.
>>
>>94343822
If your ship is a frigate then consider transports and raiders. The Wolfpack Raider is a classic to have a few flying around you.
>>
If you had to choose three organizations to help you retrofit a beached space hulk who’d you pick? Asking for a friend, said space hulk is mostly cleared out like 97%
>>
>>94344111
Is admech not automatically considered?
>>
>>94335528
>TQ
Mainly Xenos. Heretics thrown in for flavor to spice things up now and then.

>>94339614
They're in Dark Heresy: Daemonhunters, so yes, but only in either games built around them, meaning a whole squad, or in a particularly high ranked warband. They don't fit very well into Deathwatch since they're much stronger against normal targets(storm bolters with special ammo and force weapons as standard issue at rank 1) and downright unfair against demons(ignore all their resistances).
>>
>>94344111
>Navy
>Mechanicus
>Eclessiarchy
Faith, Flesh, and Firepower. All a Rogue Trader needs to conquer the stars.
>>
>>94343822
>advice on how build a small fleet around a sword frigate
This will depend somewhat on what you want to accomplish. I'm assuming you don't plan to upgrade to a bigger flagship.

For combat power from small ships, you'll probably want more ships with similar weapon slots and identical movement (likely more Swords). Pay attention to the Squadron rules from Battlefleet Koronus. Massed Fire allows you to effectively combine several ships' shooting into one and trade attacks from weak weapons for more hits from stronger weapons. For example, if you have a Ryza Plasma Battery on your flagship and two Mars Pattern guns on another Sword in your squadron, you can choose to combine the cheap Mars Pattern attacks with a Ryza attack to get more Ryza hits and work together to overcome shields on big targets. Also, Augmented Retro-thrusters and Arrester Engines are usually good buys on small, fast ships - you'll often want to slow down in order to line up your fire arcs. Empyrean Mantle on everything for surprise attacks.

If you prefer to maximize AP generation rather than combat power, you'll want one or more Transports loaded with bonus AP components. There are ways to build OK combat transports, but most should be kept out of fights as much as possible - especially if you're using up the component slots on non-combat stuff.
>>
>>94340843
I'm the one you replied to, but I got curious and went through 1e and others. Some things have qualities and traits that have a variety of named, stuff like unhallowed. They suffer double damage from 'holy' power. I guess it's a holdover from that in 1e.
>>
>>94343039
Could be worse; you could be playing Only Watch.
>>
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>>94345305
>When the GM offers to run a game of Death War for everyone
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>>94345386
>their comrades ten minutes after the game starts
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>>94345305
Is this another term for NTR
>>
Is there a central database/roster/record in-universe of inquisitors? If not, is there any reason a sufficiently skillful individual could not pose as an inquisitor presuming they were able to forge a rosette or steal one from a murdered inquisitor - and obviously were claiming to be the dead inquisitor when not around anyone who had met them? I'm toying with some ideas for an Abominable Intelligence or ostensibly Loyalist Man of Iron that's managed to set up a front persona as an Inquisitor and is off doing Metal Gear Patriots nonsense in its sector of space and wondering if theres any major logical issue with this.
>>
>>94345834
There might be, but anybody who has access to such a thing isn't anybody being conned in such a scenario, at least not initially. It will probably be discovered if it fucks with the tithe or bigger going-ons too much or if something happens that actually gets the real inquisition involved.
>>
>>94345834
the inquisitorial fortress on Terra probably had one but lol as if anyone will bother going there to check
>>
>>94345834
Eventually all the names will make their way to Terra, but the Inquisition is a spiders web. If inquisitor notahereticus turns up people might ask questions even if he walks the walk and talks the talk just out of habit. Eventually he'll get figured out.

Half of the inquisitorial costume is attitude, the other half is a genelocked rosette with a pile of override codes for all machines.
>>
>>94341664
>>94343364
is there some scenario which is all about warp travel gellar field collapse?
>>
>>94346318
Not off the top of my head.

If you wanted to do it, I'd pick half a dozen specifics (where one is DAEMONS DAEMONS DAEMONS DAEMONS) and go from there. Hell, steal from the all guardsman party - that's actually a pretty good one. The gellar field is failing, the warp drive is broken, are you a bad enough dude to do something to fix them both?
>>
>>94344388
Thanks anon.

Yes, as a group we do not intend to change flaggship soon (because we got it from the Inquisition). We have plan to get a bigger one down the line, probably a Lunar, a carrier or a bigger one but a close encounter with rivals and pirates just proved that we needed more ships as dissuasion.

The idea was using specilized transport for specialist mission seems like a good idea.
>>
>>94345969
>>94346073
>>94346256
Thanks. So what I'm getting is that, yeah, it's not too verisimilitude-stretching that a savvy and canny AI could fake it? Thanks.
>>
>>94349272
I suppose not, but you'd have to ask why. The Mechanicus would be very interested - there's a man of iron or stone, I forget, that's hiding in a set of implants and is constantly hunted by the mechanicus, for example. I suspect they've got ways to detect them.
>>
>>94343822
Typically, if you're a Rogue Trader building a fleet around a frigate, the other ships will either be transports for moving goods, or fast raiders to bog down larger ships with numbers.
What kind of frigate are you running? A heavy like a Turbulent? Or something smaller and lance based like the Firestorm?
>>
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Anyone happens to have the Tome of Blood PDF? Sadly, the link is dead.
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>>94349936
Its a sword-class. Poorly armed but fitted to the brim with AP components and morale boosters.
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>>94351752

https://files.catbox.moe/971r64.pdf
>>
>>94351752
>>94352262
Most of them are. The encryption only stops bots, not interns with an hour on their hands, or the retards who like good boy points for screaming in GW's email.
>>
>use Fate Point
>the reroll is even worse
>GM graciously lets me spend another point
>final final roll is in the 90's
I tried to play with fate, but I got played instead.
>>
Anyone aware of a way to get unnatural characteristics as an intrinsic property in any system? I'm sure I've seen a rogue trader background that gave you UC 1, but I'll be damned if I can find it.
>>
>>94354729
The main ways to get unnaturals in the RPG is via
>starting with them
>rare choice in advancement tables
>a handful of wargear and cybernetics
>a few gifts of the gods options
>legacy weapons
>rare drugs and consumables
>shas's fucking gachapon
There's no real way to "acquire" unnaturals otherwise.
>>
>>94354596
Tzeench laughs
>>
>>94354729
The rite of fleshmoulding in BC tome of excess. It is broken as fuck
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>>94335528
Xenos all the way, especially the Stryxis and the Slaugth.
>>
>>94354596
Such is life, Anon. Have fun running from that daemon.
>>
tgAnons, what are your thoughts on Rogue Trader CRPG
>>
>>94355593
Gets the broad strokes right, intentionally fucks up the small details so owlcat can do its own retarded thing, has an rpg system that isn't really Rogue Trader but wears its skin.
>>
>>94355832
How would you adapt RT's system for a video game?
>>
>>94355859
Not him, but: A much larger map. Less idiocy on the part of the xenos, and more dangerous xenos at that. A more involved colony system. Possibly even a rogue-like aspect to it and planets - I remember playing Noctis as an ickle kiddie and miss it, so maybe take that with a grain of salt. More involvement with *other* rogue traders, even if it's just renegades like that chappy from Twilight Crusade. Cut out and remove that nomos shite. A more involved ship combat system with more ships to reflect the battlefleet koronus stuff - lots of the game was 'reload until that one weird trick the enemy ship keeps doing fucks off'. I didn't like the genestealers, but they've been canonically around parts of the galaxy they shouldn't be for thousands of years so meh.

tl;dr More like Sid Meier's Pirates!, less stupid xenodrama, less super kawaii baby c'tan.
>>
>>94355903
>Sid Meier's Pirates!
Or, hell, starsector.
>>
>>94356024
Oh. It'd be a lot closer to xcom.
>>
>>94355903
I meant mechnucally. Systems are very difficult
>>
>>94356045
*mechanically
>>
>>94356045
If they want to use Rogue Trader, let them use Rogue Trader. Not the same waffly bullshit I presume they were doing in all their other games, but with 'memberberry titles. Update it, sure, but the system is fucking there.
>>
>>94356274
>presume they were doing in all their other games
Iirc they were pretty close to original systems with pathfiner games, much closer than with RT. I wish they'd at least keep how RT's XP works
>>
>>94355593
It's a weird thematic mix of paying vague homage to the ttrpg (as well as to Dark Heresy) and intentionally distancing itself. I'm a fan of the FFG games, not a fan of whatever bullshit Abnett and Ward are brewing in their books, stick to the FFG stuff.

The third act should have just been The Soul Reaver, wholesale, not the weird serial-numbers-filed-off commoragh slog that it was.

The absence of the Stryxis was unacceptable.
>>
How would you stat a swarm of AI miner ships from the Dark Age of Technology? They would be equivalent to an interstellar fighter in size but would be in a swarm of hundreds. They couldn't travel faster than light so would be a problem only in the Solar System they are in.
>>
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>>94357057
Start with Admech Probe, p134 Lure of the Expanse, and fiddle with it.
Don't forget the choice between Drone Destroyer and Drone Mining Techniques...
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>>94356383
Yeah, and I'm presuming cRT is roughly akin to that.
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>>94357084
Stellaris is a fantastic fragging game.
>>
Has anybody created a Rogue Trader adventure on Roll20? I am working on my solo game on there but if somebody has already done the work then I'm happy to pay for it.
>>
>>94357084
Ok nice. I'm going to strip out the warp engines. I think they will have a drone mothership which allows them to warp and also builds them, think I will base that on an Imperial Space Station, probably not a Star Fort but something similar. I remember there was an adventure in one of the Rogue Trader books that mentioned a pre Imperium ship that pirates were using to move around systems, but I don't think i found any stats.
>>
>>94357084
>Admech Probe
Huh, I've thought vessels of such size are too small to have a Warp Drive
>Very advanced cogitator core
Huh uh, sure thing cogbros
>>
>>94357357
How come 100 metres in diameter sphere has more weapon capacity than most frigates? Am I missing something (I'm new to 40k ttrpgs)?
>>
>>94357655
>Am I missing something (I'm new to 40k ttrpgs)?
Mostly the fact that the specific authors behind specific items do not necessarily give as much of a shit as some might think.
>>
>Join a Deathwatch game some years ago
>Pick Black Templar
>Roll decent stats but very good FEL, so decide to go Tactical Marine
>As we play a guy joins
>Plays a Librarian
>Every time he wants to use a spell, he pushes it
>Warp Manifestations galore
>Pissed but say nothing because the mission is more important, and the manifestations have been relatively minor
>Until he sends up for a quick jaunt into the Warp that causes the Techmarine to almost go insane
>Chastise him
>He takes it personally, starts antagonising me
>Next mission, we board a Rok full of Orks to kill their leader
>face down ork hordes
>He pushes his psyker powers for the nth time, warp manifestation
>Basically an explosion centered on him that wounds the whole squad
>All the while talking shit to my BT
>He's the most wounded of us by far, almost crippled
>My BT turns around, and executes him with a bolt through the face
>The player gets kicked, we continue the mission
I miss playing deathwatch
>>
>>94352138
If you’re focused on ap components I would suggest the first step on the (eventual) grand fleet of your Lord Captain be a raider. It can carry cargo too but most importantly is fast and maneuverable whole bringing some much needed extra guns to the fight. If you start going for Transports off the bat you run into the problem of them being slower and not nearly as maneuverable as your flagship. Any fight you get into that’s too much for you is going to be harder to escape without losing a ship. Once you’ve got a couple raiders under your belt, then you can pretty safely go in on transports as you’ll be able to win outtonned battles through weight of numbers or your faster ships can run interception long enough for the transports to disengage.
If you can manage to get your hands on a second frigate before a raider, all the better. A frigate is much better at pulling double duty as a cargo hauler and you can probably gun the second one up more.
>>
>>94355593
>No Rak’Gol because FFG actually owns them
>No Yu’Vath for similar reasons
>cut out basically every Rogue Trader in the Expanse and just pretends it’s you, Winterscale, and the new Chorda after Aspyce went crazy
>No Jonquin Saul
>game mechanics aren’t actually Rogue Trader but some modified system wearing its skin
>trade system isn’t really any fun or complex
>ship combat is arguably better than the TT but feels really half baked and unfinished
>Argenta is one of the few companions you can’t fuck
I do like the game but it has that sloppy held together by chewing gum feeling Kingmaker and WotR have.
>>
>>94355593
I like it
>>
>>94358409
It'd be nice to have a group that can be trusted to balance intra-group shit talking, competitiveness, chapter rivalries, etc and the politics of not pissing anyone off so hard someone quits/is kicked from the game.
Closest I've found is a group where the players OOC shit talk if you don't collapse a church on top of a horde. Didn't see the appeal.
>>
>>94358466
>trade system isn’t really any fun or complex
The trade system a fuck, too. Just about anything can be thrown into trade cargo, and is worth a set percentage of one cargo bundle under a generic label - holy gifts, jewelry, mechanics baubles, etc. But it doesn't sort anything you pick up for shit, so you end up with bundles of cargo worth more than 100%, lose value, and can only tetris your cargo with PC equipment and consumable items.
>>
>>94358585
I wish rogue trader had an actual trading system
>>
>>94358466
The no Rak'gol, the absence of other rogue traders, and the lack of Stryxis were my big sticking points lore-wise. Too much emphasis on the fucking eldar and deldar. There weren't any original creation xenos either beyond some ruins. Were they told not to include anything new because GW didn't want the same rights issues?
>>
>>94360186
Most likely. You see it everywhere that something has to have a mini equivalent wherever possible.
>>
>>94360186
>Were they told not to include anything new because GW didn't want the same rights issues?
You got it in one. Can't have something depicted unless it has a model. The scars from Chapterhouse will NEVER go away.
>>
>>94360058
I made a little trading minigame for my team, based off the trading minigame in Total War Pharaoh. They're trying to collect as much unique stuff as they can as they travel about.
>>
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I'm trying to spend these next few weeks working through book updates that have been piling up. I'm starting with Fear and Loathing, with some Necron updates based on collected data.

Fear and Loathing (v1.8.15)
https://www.mediafire.com/file/97l8l1d99z05eo7

Changelog
-Synchronized Gauss Reaper to Armory version.
-Triarch Praetorian now starts with weapon proficiencies for all weapons he can start with.
-Stealth sniper now specifies Concealment tests.
-Gravity Distortion Pack properly renamed Gravity Displacement Pack, now restricted to Praetorians only.
-Multiple minor spelling mistakes fixed
-Clarified "dead" vs "phased out".
-Fixed instance where two talents for the Royal Warden and Triarch Praetorian had same name. Triarch Praetoran's Territorial Imperative is now renamed to Noctilith Stilling.
-Reworked Triarch Praetorian special ability to trigger off hordes as well as enemies, as well as clarified some mechanics.
-Added new Talents for Triarch Praetorian synchronizing with his Ability .
>Worthy Foes: When the Triarch Praetorian acquires at least one stack of Honor after slaying an enemy, roll 1d10. On a 9+ for Troop-class and Hordes, 7+ for Elite-class, and 5+ for Master-class and Vehicle enemies, the Triarch praetorian gains an additional stack of the same type of Honor.
>Sentinel of Eternity: Enemies suffer a penalty to Reaction tests equal to 5x the number of both kinds of Honor stacks that the Triarch Praetorian has gained over the course of the encounter.
>Suffer No Rivals: Elite-class enemies now grant two stacks of Honor, and Master-class and Vehicle enemies grant 1d5+1 stacks of Honor.
-Judgement of the Triarch is no longer limited to once per encounter.
-Convergence of Glory is now reduced to a Half Action, but clarified that only one at a time may be summoned.
-Three new pieces of wargear - the Phasal Subjugator, the Enaegic Dermal Bond, and the Triarchal Consultator
>>
>>94360709
thanks for all your hard work Shas!
>>
>>94360982
I'm trying to get mars needs women and manual for manlets sorted, since they require the least amount of changes - just a couple additions and a career (hernkyn jaeger / admech stilt guy) each. GBAL and GER need about a day each.
>>
>>94361072
With your colony stuff, does everything use the same growth chart as size? And do points reset to 0 at the end of every growth cycle, or stay as they are?
>>
does anyone have the Wrath and Glory: redacted records 1 pdf?
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>>94361373
Ground-based colonies use the growth table in the Growth section. Void station colonies use the altered table in the Void Station section (it's slightly easier for them to grow).

Growth doesn't reset. You hold the value as a running tally. I figured it would be too confusing to constantly reset. For example, a colony at Size 3 has 9 as its Growth Milestone. If you have a Growth characteristic of 4, after 1 mission you'd have 13, after 2 missions you'd have 17. You've now exceeded the Growth Milestone for Size 4 (the milestone is 15), so your colony is Size 4 now. Size 5 is a milestone of 23, and you have 17 stored up, so you'd need to accumulate an extra 6 growth over time to get your Size boosted again.
>>
>>94361517
I only have v3, which lacks the void station bit. Can you drop that here? It's not in the homebrew link.
>>94361447
https://files.catbox.moe/0cm7o2.pdf
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>>94361690
>>
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>>94361749
ta
>>
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Another quick update for now. Not sure how much more I'll get sorted today.

Mars Needs Women (v1.10.2)
http://www.mediafire.com/file/djer28n06kft89l

Changelog
-Minor spelling issues fixed
-Burst quality updated to account for varied burst values, ex. Burst (3), Burst (5), etc for future weapon archetypes.
-Krios Irradiator added to the Krios Battle Tank entry. This also means that armored onslaught regiment just needs to specify a Krios now.
-Volkite Sentinels for Krios and Karacnos are upgraded to a Caliver statline.
-Added the Sydonian Skatros (aka the Stilt Guy)
>>
>>94361894
>luv Cawl
Disgustang.
>>
>>94358466
Hit the nail on the head there chief
I'm still pissed we can't bang the hot nun
>>
>>94335528
>Thread Question
Playing humans? Heretics
Playing geneseeded space marines? Xenos and Daemons
Playing geneseeded space marines who are heretics? Heretics

What you may benefit from remembering is that half of your enemies need not be heretical, as plenty of the imperium is looking for a scrap, sometimes because theft is the only way to survive, and the PCs just so happen to be their next mark
>>
File deleted.
>>94363182
>I'm still pissed we can't bang the hot nun
I'm more concerned about how at the end my character decided that it was time to secede from the imperium with his little c'tan budy apropo of fucking nothing.
>>
>>94363344
should also remember that a good portion of the Imperium wil probably consider you a heretic for not following their obscure version of the Imperial Creed where you MUST wear purple on thursdays or something
>>
What rank would an Astra Militarum tank commander be? I don't mean the commander of an armored company or even a tank squadron, I mean the person who commands an individual Leman Russ or whatever? Likewise what ranks for the rest of the crew? Is it like an infantry squad and it's a sergeant and whatnot?
>>
>>94364250
Individual tanks in the US are typically commanded by officers but can be commanded by senior NCOs. I believe the British do things differently and individual tanks are usually commanded by sergeants and corporals. Really you can use whatever rank suits the game best but if you want them to be in a position of authority, I’d make them a low level officer like a Lieutenant.
If you want to get as close to the fluff as possible, I’d pick up some books on WWII and Cold War British tank squadrons as the Guard draw most of their stuff directly from the British Military.
>>
Does the Administratum - as in the paper pushing parts of it - have a military? Like I love the Kafka-esque nightmare bureaucracy angles of the Imperium. Take the planet Prol IX from the Dark Heresy 1st ed rulebook. If that conflict were to go hot, who would the Administratum be using? Like when the scribe nerds fight, do they have any forces to call on?
>>
>>94360709
>>94361894
Oh nice!
>>
>>94364820
They have gangs at the lowest tiers, and they have the bureaucracy of the imperium to pull out pretty much whatever gear and support they want at the highest tiers. I doubt they have a military as such.
>>
>>94363182
She's good with kids too. They were definitely planning to make her a heterosexual romance option at some point.
>>
>>94364820
yes and it's called the astra militarum and adeptus arbites
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Probably not the right thread, but which Warhammer RPG book is the good one?
>what do you mean, it's on topic
Warhammer FANTASY RPG. There's the fourth edition, and the "revised fourth edition", but I'll be honest, I never played a RPG in my life, so I don't know if it's all the rules, or just the revised rules, and I don't want to get a patch with no context.
>>
>>94340843
They could have edited out the nonsequitors but the devs obviously expect GMs to want to homebrew
>>
>>94366048
>the devs obviously expect GMs to want to homebrew
Too bad they forgot most of 40k players are autistic RAW-worshippers who think homebrew is cheating.
>>
>>94366150
Or that the Emperor TTS serie is headcanon.
>>
I'm still a bit confused as to how IG psykers work. Are they trained domestically on the same planet as their regiment, or are they sent off in the black ships to be trained on Terra, before either being shipped back or shipped wherever, like how commissars are all from off-world?
>>
>>94366274
Depends how strong they are, but usually, black ships.
>>
>>94366150
>>94366167
>Homebrew is cheating
>TTS is canon
Good thing that both of these widely held opinions are wrong and retarded, amirite fellas?
>>
>>94366299
>using the r word
This isn't reddit, tourist.
>>
>>94360529
>>94360709
Amazing work.
Reminds me a bit of mapgames I played in old internet fora.
>>
>>94367468
Yeah, they had enough fuel for two trips (and bought fuel for a third trip). They packed their cargo hold with stuff, and headed off to trade. They decided to prioritize long-term benefit over short-term bonuses, which is likely to bite them in the ass soon. But it was still fun simulating the economies for the various Crusader States and polities in the expanse. It helped force ideas and progress for Anarchy in the Galaxy.
>>
>>94367550
Every time you post one of these images I become even more curious how your games actually play in practice.
>>
>>94358466
>No Jonquin Saul
This actually really bothers me too. Presumably they replaced Aspyce with Incindia so you could have a puritan companion, but Saul already meets the criteria of Puritan Rogue Trader. If anything, they should have kept Aspyce and had her be the heretical one.
>>
>>94367658
I run things on IRC. Fairly bog standard - rulebooks at hand, Zuvassin the Dice Roller connected, nothing out of the ordinary. I keep archives of those. The images here are "Dilemmas" like in Total War, they pop up between missions, affecting their Colony (as per colonies v4), and the players discuss and answer them on Discord. They usually come to an agreement and decide a course of action, since Dilemmas are small events or actions that don't necessitate their immediate presence. It's like how FFG tried Flashpoints or NPC Delegations, but I try to make them more interactive than just blindly rolling dice.
>>
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>>94367658
Mass Combat is a little different, while still on IRC, I also have a grid system in paint to help keep everyone on the same page. Needed to make a few changes to Mass Combat but it all worked out so far. Things get a little...messy at times, but it all works out.
>>
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>>94367658
Otherwise, end of each week I make a little infograph for everybody, and depending on their desires at the time, they tune their Colony appropriately. This is all stuff in Discord, which they have the time between episodes to fiddle with. During an episode, actual important stuff happens.
>>
>>94343017
>>94343017
how did your group react? Sounds hilarious reading it and it feels like a very fitting end for a black crusade group
>>
>>94367721
Is colonies 4 out yet or are you still testing it?
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>>94367669
>If anything, they should have kept Aspyce and had her be the heretical one.
I assume this was enitrely about her name. It's one of those things that must have been invented by a British author who didn't think about how it would translate to American audiences. It's probably supposed to suggest her snake (asp) like character. In British the worst interpretation you could get from it is probably Donkey-Drunk, while in American slang it ends up as Butt-Urine.
>>
Last update I'll probably be able to make for a bit. This sorts out all the "easy" updates. GER and GBAL will take a bit. As always, if peeps see any issues, let me know.

Manual for Manlets (v1.2.1)
https://www.mediafire.com/file/7zco3ganwxjbkhj

Changelog
-Melee weapons have been reviewed for two-handed status. Graviton Hammer, Concussion Maul, Mass Hammer now have Unwieldy and Two-Handed. It is likely this list will continue to be under review in the future.
-Added the Smite Power to the Skeinwrought List for ease of reference. Now all psychic powers for the Grimnyr are in one place.
-Reworked Hernkyn Pioneer into Hernkyn Yaegir. New talents added based on the Hernkyn Yaegir kill team.
-Added Stabilized Bolt Shells, Concussion Bolt Shells, Firestorm Bolt Shells, KV-Ceramide Undersuit, and Delver's Eyeglass Wargear from Yaegir kill team.
-Added the Magna-Coil Rifle, SiNR Handbow, Wroughtlock Revolver, APM Launcher, and HY-Pex Mines from Yaegir kill team.

>>94367830
Colonies 4 is up at >>94361749. Xenos bits still need some work but overall I'm happy with where the Imperial stuff is currently.
>>
>>94366045
Revised in this case just means they caught a bunch of mistakes in the initial printing and have corrected them for future printings. You're totally fine to pick up the Revised Edition.
>I never played a RPG in my life
One issue you will encounter with Cubicle 7s WHFRP is terrible layouts - rules really are all over the place. You have to very carefully read through, probably more than twice, to really get a handle on most things. Take your time, especially with Character Creation. It's an involved process and for newbies it might take several hours to get their Characters up and good to play (assuming a group of 3-5 players).
But the juice is worth the squeeze. I really enjoyed 4e (I've played 1st, 2nd, and 3rd as well), and it's probably the best of the lot.
>>
>>94366274
>are they sent off in the black ships to be trained on Terra, before either being shipped back or shipped wherever
Yes
>>
>>94360529
>trading minigame in Total War Pharaoh
Have they expanded on the Cathay Caravan system from Warhammer?

>>94367721
>enslaved elves working hard
Nice.
>>
>>94369406
I'm eager now. Most of the lore/fun stuff seem to come from First Edition, but I was told the First Edition had poor rules, and Warhammer that wasn't fleshed out. And I already saw old Warhammer 40000 lore with the naked custodes, I'm not eager to see old Warhammer Fantasy lore with Karl Franz being a gigolo or a half-elf or whatever unholy abomination.
>>
>>94367721
did you fucking elf slave wat do your party
>>
>>94369509
Nah, old Warhammer was great. It was such a mish-mash of ideas I'm surprised it ever got as cohesive as it is now.
Karl Franz was a senile old man up until 3/4/5th edition of the Fantasy Battles Game. The OG Empire in Flames adventures for 1st Ed WHFRP had references to that.
I believe they've fully updated that series of adventures for 4e. I played the first 2 or 3 but never finished the whole thing.
1st Ed WHFRP had more AD&D style rules. 2nd Ed picked up the BRP rule set and never looked back.
>>
>>94366274
Witchbringer is the best information we've got on this for now. But the tl;dr is that there are lots of Psykana schools around the Imperium, with a very, very low graduation rate. People think they're on Terra until they graduate. Then they're sent off to meet their new best friends in the Imperial Guard. The methods of training vary pretty wildly. Might be evil hogwarts with lots of mind reading, might be a lot of seemingly lax meditation and prayer on a mountaintop (but if you fuck up even slightly they'll execute you, unlike evil hogwarts because they can decide exactly wether or not what you were doing deserves a bullet or it was an honest mistake).
>>
>>94369509
Not him, but I enjoyed 4e quite a bit. There's plenty of stuff there, and 2e stuff can be converted without too many issues. The published converted campaign is a little bit.. meh, but power behind the throne section is actually pretty good. 1e is a bit bonkers, with chaos gods of law and the like. 2e has lots of lore, rules and adventures that isn't as silly as 1. If 2 doesn't have something, check 1, then 4 - 4e's lore is very, very stupid in a lot of places. Like Teclis just leaving rings of khaine in Altdorf, or the polar vortex having a remote control, or gender neutral elves (and that's just from one book) but there's also lots of interesting things. Definitely use the revised magic rules from other sourcebooks. And if you're gming, hit the first player to select hysh because he's clearly a fuck out to ruin all your fun.
>>
>>94370265
"Best" is stretching the meaning of the word. The notion that psykers are dragged to Terra for processing, die at some point, or die before they start the journey works.
>>
>>94366274
The rules in Only War indicate that, similar to the other auxiliaries, they’re provided from off world. However it also seems to suggest that, when possible, they’re paired with regiments from their homeworld.
>>
>>94371158
Specialist homeworld rules don't make sense. They should have just let all of them choose their own and then use the rest of the regiment stats.
>>
>>94366045
>>94369509
Oh, and run the free 2e adventure "Pretty Things" for your first shot. It's a fantastic introduction into WHFRP.
>>
>>94366045
>There's the fourth edition, and the "revised fourth edition"
They actually did a 4e revised?
>>
Do knight worlds have arbites presence, or are they like forge worlds and space marine worlds and self-policing?
I obviously mean questor imperialis worlds, not ones sworn to the mechanicus directly.
>>
>>94371610
I don't think it's ever been stated. At a guess, yes. But more just part of the starter kit of the bureaucracy. "Welcome back to the Imperium. Here's your governor title, your astropath, your homicidal cleric, your arbitrator" and that just goes on by default over however long.

And at a guess, while some arbites occasionally plug into the planetary policing network, I don't think they would on a knight world. At most they might have some sort of title within the feudal system that lets them do enforcer things as long as they don't get too egregious and confine themselves for watching for violations of the emperor's law.
>>
Is there a Necromunda to Dark Heresy or IM conversion anywhere excepting the Only War/Only Gang in the OP? Specifically Van Saar equipment? I know there is a hoverboard in Potentium Giganta.
>>
could i feasibly run game set in dune using rogue trader/inquisitor ruleset? I know 40k has a lot of similarities to dune so a lot of psyker related stuff could be changed to be related with gesserit/spacing guild/mentat/breeding program or removed. I know there are official RPG for it, but i am not fond of rule light approach in those.
Whole campaign is some great house agents trying to investigate sabotage in one of its space freighters (i know ships belong to the guild but house has rights to cargo etc) which would later escalate into inter house kanly war over transits in that particular space. so there will be some investigating, politicking but fighting as well.
inb4 why use dune setting if you aren't using Arrakis planet?
I like setting desu. plus my initial idea of early villains to be group of spice smugglers that are employed by rival house spymaster, and they should get evidence of some connection from them, and they should secure other smuggler bands as allies first.
>>
>>94372044
>could i feasibly run game set in dune using rogue trader/inquisitor ruleset?
It can be more work than it's worth; there are many assumptions that are specifically 40k built-in into the rules - the character generation options, the copious amounts of combat features and equipment, etc etc. What exactly do you want the ruleset to provide? Have you considered other options that are not the official Dune games, and have you found them wanting?
>>
>>94371793
>nucromunda
No.
>>
>>94366045
Mein bröther, there is a whole other thread for Fantasy. However I will help.

You can play with just the core book, revised or not, but it will be mild suffering. Winds of Magic rewrites the magic rules, Up in Arms rewrites crit tables and mounted combat rules. Good idea to provide these to your players. Check out the Sea of Claw book for sailing if necessary, and Lustria gives some random encounter bs for traveling. All of the books mentioned plus Dwarf Player Guide hold all the player options.
>>
>>94372082
I'm pretty comfortable with system. that pretty much it. my initial though was using genesys or using chronicles of darkness rule set, but it would require me to adapt too much stuff. in rogue trader i got at least essentials covered, and like i said, I'm very comfortable using that system.
>>
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>>94372235
>there is a whole other thread for Fantasy
There was? I missed it.

>Check out the Sea of Claw book for sailing if necessary
the WHAT
KEEP TALKING YOU SLUT
>>
>>94372044
tl;dr no

Just try the official RPG, or get out traveller.
>>
>>94372375
The warhammer fantasy general. There are wfrp people there, but they don't check in often. It's a pretty shit general even by general standards, but it's alright when you get the wfrp players talking.
>sailing
https://files.catbox.moe/8b9102.pdf
https://files.catbox.moe/0lg3tm.pdf
>>
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Are all the sergeants of squads in reserve companies full marines who went back to help out? Or do they actually trust trainees with sergeant responsibility?
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>>94372490
Shame the trove closed, I would've liked comparing the editions.

>warhammer fantasy general
Oh, okay. I was looking for Warhammer Fantasy RPG general. I'll head there then them, then bye friend.
>>
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>>94369501
>Have they expanded on the Cathay Caravan system from Warhammer?
Sort of. You fill your little trade cart with stuff, and then you head off to different lands to trade. Green means a good price, black means neutral, and red means a hard price. Each good costs a different resource. So if your faction needs food but has a ton of stone, you can load up your cart with goods that cost stone, sell those goods and buy a bunch of goods that redeem for food, bring it back to your capital and cash it in for food. You can also get ancillaries and short-term faction buffs depending on what you buy. It's one of the funnest trading systems I've ever seen in a game.
>>
>>94374449
I think I played games that are like that. Very fun.
Like Startopia, so damn thing, so many good memories. Damn, now I feel like trying Pharaoh, and I don't want to.
>>
>>94371610
>>94371650
Like a lot, it depends on the author/what you want out of it.
Take a Knight World on the edges of the Imperium. They were allocated 300 Arbites when the world was founded 2,000 years ago. The whole contingent got lost in the warp. The world is none the wiser. A clerical error means the loss is never recorded. Now there's no police to enforce the laws of the Imperium. What happens next?
>>
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I want to see a new development in the lore where Guilliman organizes the entire might of Ultramar and the Ultramarines in a crusade against Fulgrim, ending in a final duel between the two that finishes the rivalry
>>
>>94377217
Those guys are rivals? I thought it was between smurfs and Word Bearers.
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>>94377329
Yes. Fulgrim sliced Guillimans throat in a duel and put him in a ten thousand year stasis. The Ultramarines and the Emperors Children also both have similar aspirations as far as creating their vision of perfection
>>
>>94377554
Ah, right, I'd forgotten that bit.
>>
>>94377217
What's up with CrotchFace McGee on the big F? Has GW written their lore yet?
>>
I never ran/played The Apostasy Gambit for DH1.0. Anyone who has, could you give us your thoughts on the trilogy as a campaign? I'd be keen to go back to an old group and run DH1.0 again, but I lack the time to write campaigns like I used to.
If it's garbage, what else would you recommend for published adventures? We did Haarlock's Legacy more than a decade ago.
>>
>>94378231
I only ran the first book, and it was a nice scenario; startted with some raid on a noble's mansion, then more investigative/'horror' elements before culminating inot the final bit.

For published adventures, Edge of Darkness, Maggots in the meat are great ones, Scattered Hope is more of an intro scenario to know the mechanics. The ones in Purge the unclean, I don't recall them that much.
>>
New to the thread.

For context, our in-person group has floated the idea of trying another campaign/ shorter adventures/ series of one-shots since our main games have inconsistent scheduling. So far, anything that hasn't been DnD or Pathfinder basically hasn't been responded to at all. However, there's a few 40k fans amongst the group, so I was wondering if that might be the foot in the door to try something new.

Any personal recommendations for system and possibly prewritten modules? I've run games before myself, though never any of the 40k titles. They'd probably do best with a good balance of combat and intrigue/ roleplay - maybe a bit more towards the latter if one side had to be prioritized.
>>
>>94379031
If they're all a bit dodgy, they may flake. But try Dark Heresy 2e or Imperium Maledictum.
>>
>>94378231
It's been a while, but I remember the dei-phage bodying the entire party. And everyone failing the test in the sterile rooms and gaining 10 insanity. It's not Haarlock's Legacy, but it's a bit of fun. It feels much smaller than the Legacy campaigns but that literally has you kicking people back to the deep warp so whatever.
>>
What is better for newbies: FFG stuff or WANG?
I would like to run 40k for my DnD group, however none them are familiar with 40k systems, but they wouldn't mind trying, and I would like to introduce them. Personally, I am relatively familiar with DH/RT, but never played, and just started looking into WANG. Moreover, I'm relatively new to TTRPGs in a sense that I started playing not long ago. Right now I have experience of playing several characters through ~10 sessions, but I've never GMed.
Which system should I choose to play 40k with my group: DH2, RT or WANG?
>>
>>94379629
FFG. Wrath is a little crunchy and has keywords galore. The main issue with FFG is just remembering what your modifiers are for skill tests. I'd start with DH1/2 if you're new to gming, or RT if you're comfortable with a much larger scope.
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>>94379629
Inform your players that the key mechanical differences between D&D and the FFG stuff are that you now want to roll under your relevant stat for successes and you have damage reduction instead of AC. That'll go a good way toward letting them wrap their heads around things.
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Any of you got particularly good star maps for a Rogue Trader campaign? I know I can just *find* some on Google, but I want to see if any of you have found a real gem among the junk.

Pic related is the best I found last night. I don't need a *real* picture of space, but anything that would evoke the tone of the campaign would be killer.
Said campaign is a classic, Age of Sail style race between the PCs, Chaos, the Tau and Aeldari Corsairs to discover a Blackstone Fortress, which is being jealously guarded by the Necron. I'm going to evoke some serious Treasure Island vibes from this campaign, it should be fun!
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Need dark heresy advice.
Do I Understand setting correctly? I look at Inquisitors authority as fluid power, I mean on paper they can do pretty much whatever, but in practice ones who have influence/connections/resources are the ones with power?
In my campaign, group of acolytes were sent to investigate possible xenos corruption in subsector, and one of PC, a junior inquisitor accused shady Major Npc that he heretic & Xeno collaborator (he isnt that or even a villain, just shady rogue trader that i intended to become one of possible allies in a future) when i asked him in character if he has any proof for such serious accusation, he said that he dosent need any proof because as inquisitor he is above such procedures. I GM'ed it that his accusation didn't stick as rogue trader was too influential and people in power hushed it. later PC decided to report this to his superior and ask for additional support but again, GM'ed it that Lord Inquisitor wants definite proofs before he does anything as PC antics already caused big scandal which could cause further disarray. and sent strike team to disappear that PC if any of his further shenanigans prove too disruptive for campaign. now moving forward i think ill use that rogue trader NPC as obstacle moving forward, like rogue trader use his influence to hinder that particular PC or place bounty on his head. later after session we got into argument as player said that i dont understand setting as inquisitors are supposed to be above the law and do whatever they want and do their investigations in any way they want to. now i remember Eisenhorn trilogy and in that, Eisenhorn really tried not to upset powerful individuals as even he recognized that pissing off people with power has dire consequences.
So who was in the wrong in this situation? Am I the asshole here?
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>>94380186
You conducted yourself wonderfully, anon. The PC was in the wrong. Hell, you even had the order reviewed by a Lord Inquisitor! An Inquisitor has unlimited authority, but that doesn't mean they have unlimited power. I think the scenario you got the PC into does a lovely job conveying that. Now the PC's credentials are in question, they have a Rogue Trader with a grudge as their rival, and the implicit order by the Lord Inquisitor to find more evidence to prove the veracity of his accusations. You spontaneously generated a compelling dynamic from a PC fuck-up. That's good GMing.
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yeah i kind of enjoy that it did. my original idea for villain was radical inquisitor who used necron mind scarabs on few important people and inquisitors in order to build his own kingdom. now i feel I'm compelled to use secondary villains (every important person that could've been ally but they annoyed to much and now they actively hinder them) as we play there are 2 npc they pissed off already (chief of arbiters because are too disruptive for local authorities and rogue trader on bogus accusations) im really thinking if they annoy 2 or more NPC to change up story that "there wasn't any xeno conspiracy in first place and its just them that was disruptive element in subsector" angle.
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>>94366274
ALL psykers the imperium can get their hands on go too Terra
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>>94377554
>>94377639
honestly it would be funnier if Gorrillaman just didn't think about Fulgrim at all, imagine how much Fulgrim would seethe over it.
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>>94380186
>I mean on paper they can do pretty much whatever, but in practice ones who have influence/connections/resources are the ones with power?
at the end of the day every inquisitor is just human after all. there is really nothing stopping that corrupt governor from offing you if you have no backup or people who would go looking for you.

or what about the countless inquisitors that have died at the hands of astartes who didn't like them investigating them and thus indirectly implying they are heretics and traitors? like sure you can way around your status as an inquisitor but will that really stop the 8 foot tall superhuman from caving in your skull and throwing you out the airlock?
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Joining an Only War game and they need someone to support the squad, it's all infantry and a tech priest to round them out so far. I want to play a Priest that'll help them all do their duty a bit better, but I'm not sure what are good talents to aim for? A lot of the Orders don't read like they have much material benefit, but I might be misreading them? Right now it just seems like I'd move to keep up with them and spend a full action to Inspire using Command.
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>>94380186
You are absolutely correct. An Inquisitor is not going to move against a Rogue Trader without evidence. Especially if you’re outside the boundaries of the Imperium.
Inquisitors can and have executed Rogue Traders (sometimes the entire dynasty depending on the crime) but they need proof of corruption. Of course, depending on the Inquisitor you could always have someone assassinated if you don’t necessarily have the needed proof to publicly burn them. Your Lord Inquisitor doesn’t come across as that kind of Inquisitor though.
>>94380422
The reverse can be true too. Celestial Lions found out the hard way.
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>>94381244
>I want to play a Priest that'll help them all do their duty a bit better.
You want to raise your Command to inspire your squad for a +10 to each player's roll as a Full Action (see p.119). The Inspire Wrath talent is good if your squad is melee: A melee specialist with a comrade, double team, and free hatreds is nasty and probably the reason why inescapable attack is exclusive to dark heresy second edition.
Priest and ratling are the only ones who get Fellowship and Social, lean into that if you have regimental drama on the line or working with or near imperial hab-zones. Peer (Imperial Guard) adds to your Command and Charm, though your GM should restrict advancement per the story.
Your ticket to the lead role is buying up Munitorum influence while it's cheap...
>Sergeant
The priest doesn't get toughness nor the defense aptitude, which the sergeant does. Dodge is expensive to you, so you'll have to make do with Parry (chainswords have +10 to parry).
Sadly, the sergeant's Get Them! sweeping order is bonkers and you don't get it. There might be something for you in the Shield of Humanity book but we never used it when we played.
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>DH2
How am I supposed to make Vortex of Doom work?
Sure I get it, its a "dangerous forbidden technique", but it seems a bit over tuned. At WP 50 you start off having to make a 40% chance roll to control it, every fail makes this check harder AND requires you to succeed one more time for it go away. Can't run away from it if it ever threatens to go nova, it hits you across time and space, for 31 average damage at base PR.
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>>94382802
Dh2 psychic powers are a joke in terms of layout and in terms of rules. Use liber imperium instead. I know it's not a great book but the psychic powers, even as rough as they are, are better than 2e.

Now I've got that out of the way, you use it at 1 PR. A psy focus will give you +10, and at the 5 pr you can use it at 1 for a total boost of +50 with the pr. You don't have to use it at the listed pr, just have to possess it. Use it as close to the enemy as you can because, hey, range is 5m, then run.
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>>94383302
Id have to check if that is even possible. however this would cause it to implode instantly, since it starts at size 2, which is higher than PR1
The test is just a WP roll, not a focus power roll, so focus doesn't work here at all sadly.
The explosion hits the caster regardless of the actual blast. You just get hit, period.
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>>94383353
The power's rules say that it's larger than your psy rating, not the effective psy rating used for the power. Admittedly that's pretty open to interpretation as other powers don't reference effective psy rating, but given the power I'd certainly let it slide. The +10/-10 stuff is on page 194 under determine psychic strength. If you don't care for that, just use it at 2 with a focus for +40 and hope very much that you pass the appropriate tests.

I'm aware of the explosion and the suicide bomb effect. I guess you could play mother-may-I with the gm and ask if warp lock lets you use it without the backlash of the collapsing vortex, but that's very much outside the spirit of that talent let alone the actual written rules.
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>>94383419
Unfortunately I don't think you're correct on the first point.
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>>94383523
Yeah, fair enough, I'd forgotten about that. Guess you're stuck at two PR and hoping for the best.

And to qualify, the LI VoD is essentially the same with some minor tweaks. I just like it in general better than 2e.
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Looking for a PDF of Codex Imperialis from 2E as a player primer; anyone holding?
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Also looking for the old Inquisitor rulebook for reference.
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>>94383705
>>94383827
Say Magnus did nothing wrong and you can have it. SAY IT.
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>>94379031
I've not played Imperium Maledictum, but I have played DH (and other FFG games) since it released some 15 years ago.

DH1.0 has the most content, including published adventures. There's at least half a dozen smaller one-shot campaigns you can use as launching off points. There's also two larger trilogies; The Apostasy Gambit, and Haarlock's Legacy.
DH2.0 is a slightly more refined version of DH1.0. The changes are minor overall. For what it's worth I prefer DH1.0 as a system.
For your first adventure I'd recommend starting with any of the DH1.0 one-shots, such as Illumination, Edge of Darkness, or Shattered Hope. Whether you use DH1.0 or DH2.0 it doesn't matter as the systems are remarkably similar. I'd advocate DH1.0 if your players are coming from a Pathfinder/D&D background, as I feel the leveling system (going up ranks in your class unlocking access to new talents) would feel a little more familiar.
If you google any of those adventure titles (plus Dark Heresy) you'll find PDFs of them floating around.
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>>94380186
Yeah you handled that fine. Just like IRL there's a balance of soft and hard power and it's constantly in flux. What you can do, what you should do, what you will do, etc. Your Inquisitor PC could totally have raised a platoon of stormtroopers and made a move against that RT, but that RT could also turn his House Guard on the Inquisitor. Suddenly there's a shootout between the IQ and the RT on the edge of Imperial Space, everyone hears about it, some heretic cells go to ground to wait this whole thing out, a rival RT makes a move now that the RT in question is occupied, another Inquisitor who was running a long-term infiltration of the RT has their cover blown, the PCs Lord Inquisitor is pissed off they went loose cannon, the Imperial Navy show up to conduct an investigation, Arbites get involved...
You see the huge mess unfolding, all because someone took their unlimited authority too literally.
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>>94383839
Magnus did nothing wrong.

Innocence proves nothing. ;)
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>>94384100

CLOSE ENOUGH
https://files.catbox.moe/q84bd5.pdf
https://files.catbox.moe/7ruoeh.pdf
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>>94384128


Thanks!

Is this still the best scan od Codex Imperialis that's out there? Maybe I should sacrifice one of mine to the hi-res colour scan gods.
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>>94384220
Its the best one that a thirty second glance at the russian internet could get me.
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>>94380186
>junior inquisitor
>actual baby inquisitor
>barely-even-an-inquisitor inquisitor
>challenges King Shit of Fuck Mountain rogue trader in a politics contest
>expects to win
>cries and pisses and shid pants when his baseless accusation is ignored and he's sent to go whine home to papa lord inquisitor
Give him consequences befitting his actions. Teach this pissant whingeing bitch that the true extent of an Inquisitor's power reaches no further than the edge of his sword, a lesson which all acolytes must eventually learn or die.
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>>94381244
Get the talents Urge The Penitent (Shield of Humanity) and Heroic Inspiration (Hammer of the Emperor) ASAP.
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>>94384381

Fair enough!
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I really want to play a Deldar in a Rogue Trader game. Got a character concept all worked out and everything.
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>>94385009
Cool. Nobody running real games allows alien pcs so enjoy your nogames
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Always surprised by people making their characters before they even have a game.
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>>94385009
Nobody will like your Marazhai as much as you think
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>>94385258
I've let people play Kroot in the past and I had one Tau player once but I have a burning hatred towards people who want to play Orks so they're universally banned.
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>>94385774
>allowing tau and kroot
>but not orks
Nobody based enough to play as an ork would want to play with you anyway
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>>94385774
So long as the group isn't dedicated to shutting down fun, playing any tough melee oriented abhuman / xenos race works better than playing the only ork on the voidship.
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>>94385854
I am not dealing with a retarded monkey whose sole goal is to utterly derail the game. I can't even entirely get mad at him for it because that's half of how the book tells you playing an ork should be.
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>>94335528
Hey anons. After getting bored with 10th, I want to try and play my first RPG campaign with my friends. I'll be the GM (my first time doing it).
I can see there are a lot of available systems for 40k. I was thinking going for Wrath & Glory, because it seemed easy to pick up and start playing. If I go for ultra complex stuff my friends' interest will turn off.
The way I figured, the best way to start this would be to have a "mini campaign" with premade characters and if people enjoy the experience then go for the real deal.
The universe is so large it can just be a "story among billions" kinda thing.
How does W&G lend itself for online sessions?
Do you use maps with tokens in these campaigns or is it just talking?
Should we use Roll20 for rolling dice? Or is there other (free) software that works fine also?
Does anyone have the pdf for the starter set? I would like to browse how stuff appears in it, I'll support C7 after I know I'm ready to take the dive.
Your help would be very much appreciated.
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>>94386488
>Do you use maps with tokens in these campaigns or is it just talking?
Up to you. If you think you can keep everyone clear on what's happening in combat without a map and make it fun, do that. If you don't think you can chew gum, move tokens, and draw on a map at the same time, don't do that.
>Should we use Roll20 for rolling dice?
Literally nothing wrong with it.
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>>94386488
Obligatory mocking for playing wang
If you'd like to see it run check WarHams, I think they used Roll20 so it's probably a decent pick. Do note that wang is by far the shallowest of the RPGs, so any of your players who prefer a meatier system are going to be very disappointed. There's not much to do, things will likely start feeling like cardboard sooner rather than later.
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>>94386488
>because it seemed easy to pick up and start playing
IM is the best for that, WANG has too much pseudo-currency bs going on.
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In DH2e, with Overwatch, can you make multiple attacks if enemies in your sight line trigger your condition?
IE, 'I attack anyone who comes out from behind the sandbags', and 3 guys come out from behind the sandbags, leading to 3 semi-auto attacks on them?
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>>94341664
Ironically, I love that danger of campaign derailment. An RT game I ran for a couple years had quite the big narrative shift when a fuckup meant the party reappeared in realspace after five years have passed, which happened right after they sold a Halo Artefact, and did not tidy up their paper trail. What would have normally been a bit of a detour of greasing palms and smoothing over things with the authorities had time to snowball into them being wanted for questioning and trial by the Imperium, and the shitshow was glorious.


>>94357655
Because the Admech keeps all the Good Shit for itself, and reserves the best of it for hunting for Archaeotech and STCs, which I presume an automated probe ship would be on the prowl for
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>>94387209
Up to the GM. Similar situation with reaction attacks during other characters' turns and multiple reactions.
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Has anyone here *actually* used the colony generation rules in Rogue Trader? I’ve been meaning to run a “proper” exploration campaign in the system and I wanted to know if it’s better I just hand-craft the systems and colonies rather than use the mechanics. Hell, maybe I do the RT (game) thing and have “colonies” be established worlds the Rogue Trader conquers or claims.
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>>94387598
Shas has, and you should look up whatever homebrew is around for it. I've never been in a game where I felt the group was capable enough to bring something described by multiple people as a death spiral failure simulator, experience the bs, and then fix it without the transition being an issue.
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>>94387656
If I can find it, I’ll give it a gander. The biggest thing to note for my group is that we’re a bunch of old friends who know the best stories often come from building the plot as the game is happening. We’ve tried our hands at “epic” stories and it’s too much spectacle without enough player agency.

But at the same time, colony generators kinda suck, y’know? They’re fun if you need to flash-generate systems the RT will visit and never glance at again, but Warhammer is at its best when the planet has as much personality as the people who live there. I think that’s the ticket; develop worlds already settled and situated while offering some generated places for extraction mines.
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Would it be too much to give a statblock for a Blackstone Fortress?
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>>94385774
I love Orks but I can't reasonably expect to play one on a Voidship, even if it's a freeboota; it would just feel way to disruptive to play accuratly
Now an all Orks game, i'd be all in
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>>94387598
It's a shitshow, use someone's homebrew. Shas has a good one, there's others if you look.
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>>94387209
For DH2e they explicitly changed Overwatch to "each any time" but according to forum posts, the FFG staff always intended Overwatch to have unlimited activations across all game lines. Rules-as-written, any guardsman could shoot sixty heretics running out the prison doors every five seconds.
Black Crusade perversed rules for pinning. After BC you could suppress with a double-tap from your pistol and overwatch could fire standard shots (which pinned). I assume it's so that a sniper could be a threat, but I think an accurate shot that interrupts your turn through Delay is terrifying already. With a +30 from surprise the sniper guarantees a high damage roll with his success.

It's unlikely overwatch will cause much trouble to you in a real game, though. My preference would be to make DH2e Overwatch reserve two half actions and you declare what you do with them in the kill-zone. Standard attacks can't pin.

>>94387598
It's fine as it is, though it's a tough investment. If you're smart about it you can get +4 profit in the first few months with a representative and infrastructure. But after all your trouble there's a 20% it collapses if it doesn't grow past 1 (an agri-colony has only 4% so it's safer).
If you don't keep track of time forget about this system and stick to whatever profit method you're using. If you don't use the endeavor system then I recommend being generous with surplus "achievement" from founding the colony because surplus pumps up the characteristics which in turn give early profit.
>>94387656
>death spiral
We use the inter-system rules in stars of inequity, warp travel from navis primer, component installation times from battlefleet koronus, and the goddamned acquisition time rules from core rulebook and we STILL only rolled for colony growth three times in a year-long campaign. In paper it's scary but in reality it's not that bad.
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>>94387598
>Has anyone here *actually* used the colony generation rules in Rogue Trader?
Yeah. It collapsed into a tantrum spiral after a few growth rolls due to a bad warp encounter roll where we got stuck in the warp for half a vear.
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>>94388078
Speed: 1
Void Shields: Yes.
Morale: Yes.
Turret Rating: Yes
Manouverability: No.
Armour: Yes.
Crew Population: Slaanesh.
Weapon Capacity: Yes
Detection: Sometimes.
Hull Integrity: Yes.
Crew Rating: Crack (40)
Essential Components:
Eldrad Ulthuan, bad decisions.

Happy? It's a story device, not something to fight.
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>>94389467
>It's a story device, not something to fight.
People who default to this are lazy and worthless.
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>>94390179
People who beg for stat blocks for god are lazy and worthless.
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>>94341664
>>94387241
Same. We were running Frozen Reaches and during the big battle with the Ork Roks and other ships, and a stricken Ork vessel took a critical hit to the Warp Drives, sucking our ship into the warp-maw. Ran a whole session being trapped in the warp, and when we finally popped out again, months had passed the the Orks had nearly taken Damaris.
It's the random shit like that which makes campaigns memorable.
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>>94387598
All the time. We have libraries of records of our colonies. Usually end up with each PC having a little fiefdom of their own.
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>>94390481
How did you handle Order vs Complacency? What interval did you use for growth, the book's 90 day cycle or some other defined metric? How did you define Infrastructure upgrades? Did you ever find a need for the Outsourcing mechanic?
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>>94388852
>any guardsman could shoot sixty heretics running out the prison doors every five seconds
Until their gun clicks dry, which would be before the first lot of 60 finished running through... There is a cap on overwatch already - clip size. Mind you a mahreen hoisting a belt fed heavy bolter can mince said fleeing heretics, but it's pretty daft to run over open ground being covered by a machine gun armed devastator.
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>>94390737
These are all great questions that I cannot remember the answers to.
>What interval did you use for growth
We ran it as downtime between campaigns, which could be years apart or weeks apart.
>How did you define Infrastructure upgrades
What do you mean? We just ran it RAW as an Endeavour.
>How did you handle Order vs Complacency?
What do you mean? It's just there in the rules. Keep complacency and order high by investing in the colony. Keep a ship in orbit just in case. We'd also regularly visit our colonies and hold parades and such.
>Did you ever find a need for the Outsourcing mechanic?
Nah, we're very hands on. Could take ingame years off between campaigns to work on the colonies.
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>>94390904
Downtime between CAMPAIGNS? That reads to me like you basically ignored the Growth mechanic. The official system tantrum spirals because of the growth mechanic and the fact that the book defines the interval as 90 days. No wonder you had such success with the colonies, you could pump them up with endeavors (which is fine) and the triggers for rebellion and growth would never happen.
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>>94391220
>Downtime between CAMPAIGNS?
Yeah. Some campaigns were a few in game weeks, some were a few in game years. We'd just discuss as a group what might have transpired in that time, or the GM would come up with an appropriate series of crises or such which occurred while we were off gallivanting. It was also a little GM dependent. One was more number crunchy, and others were more handwavy.
We're a fairly creative and trusting group, so this stuff just flowed naturally.
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>>94391257
Well, I'm glad you guys found a way to make things work for your campaigns, but it does reinforce the fact that the official system as written is fundamentally broken. I'll keep using the homebrews.
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>>94388078
Check BFG and convert from there.
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>>94383864
>some heretic cells go to ground to wait this whole thing out
or worse they could decide that now is the time for summoning the rape daemons and dumping gallons of infections diseases into the water supply since the inquisitor won't be around to stop them
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>>94390448
They didn't ask for a statblock, you can't read
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>>94392876
Even in a Rogue Trader game focused on Space Combat, destroying planet-sized ancient fortresses of unknowably advanced technology is a mighty tall order. I don't think there's stats for fighting anything bigger than a Kroot Warsphere, honestly.
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>>94380340
>>94377329
Ironically that’s sort of how it was between the Word Bearers and Ultramarines
“You leveled my planet!”
“What? Dad told me to do that forever ago”
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I know that standardization between Rogue Traders is non-existent but what is the profit factor and fleet size of an “average” Rogue Trader? I’m noticing the pre-written ones tend to be huge outliers like Bastille VII being PF 50 while possessing a Luna-class Cruiser and a whole warfleet and merchant fleet to support it while someone like Aoife Armengarde has the same PF but only a single Luna-class but comes across as politically more powerful than Lord-Admiral Jobber VII.
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>>94396159
A lot of Rogue Traders probably have only a single ship - at least that's the way they're often portrayed in stories, perhaps just because the lower-end traders are easier to write adventure stories about. You probably shouldn't think of PF and fleet strength as linked. PF is about how a dynasty's wealth is faring right now, but ships might have been theirs for generations. Dynasties used as rivals to PCs in game should be structured based on how the GM wants to use them. Most should probably be built similarly to a PC dynasty with a small ship counts, including a strong flagship, and low to moderate PF (30-60). There's a chart of recommended NPC faction PF ratings on page 270 of the RT core book that may help.

Only set PCs against super powerful dynasties like Winterscale, Chorda, or Saul if you want their rivals to be a permanent threat that can only be locally challenged and never really removed since these guys potentially have giant fleets and miniature sectors worth of colonies. Armengarde is presented as having fame disproportionate to her wealth and fleet power (and possibly as a member of a dynasty that has operated this way for a long time), which is another interesting way to do things. A rival who is married to the Lord Sector's sister is going to have more political influence than his PF might indicate.
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>>94396159
PF explicitly doesn’t link to ships because they’re a whole different can of worms. PF is meant to link to overall fortunes and liquidity, which if your desperate can include your ship, but that would be “trading SP for PF” because the ship is not otherwise calculated as part of your profit factor
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>>94396435
Sure but maintaining a fleet that size would likely require regular upkeep rolls. There’s at least some link between Profit Factor and fleet size. It’s easy to have high PF without a fleet but having a fleet without high PF is going to be more difficult
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>>94396556
>maintaining a fleet that size would likely require regular upkeep rolls.
No. You're not keeping voidships as functioning ant farms. They're protecting your investments at minimum by existing somewhere, or even actively earning.
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>>94396556
PF is about profit. It's what's left after maintenance costs for the Dynasty. Upkeep is only for large unpredictable costs like expenditure and replacement of very costly munitions. Regular maintenance costs for ships is accounted for when purchasing them. Upkeep might be an issue if you equip them with Nova Cannons and spend all your time at war, but generally shouldn't limit fleet size.
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>>94396580
>or even actively earning.
Not if you use the travesty that is the actual background endeavor rules.
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>>94396159
40-50 PF with 1-3 ships is probably the average Rogue Trader in the Expanse if Lure of the Expanse is anything to go off of.
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>>94396636
Don't conflate what's happening in the game with game mechanics. Treading water with PF numbers doesn't mean your entire rogue trader dynasty's empire is doing fuck all.
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>>94396669
I'm not even sure what you're trying to say beyond don't use the background endeavor rules because they're shit.
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>>94396686
You have the game mechanics where number goes up. (hope it goes up)
You also have in-game events where characters do shit and the rogue trader dynasty trades rogues.
They aren't related.
Fuck thinking about background endeavours at all; your dynasty is always doing shit regardless of whether your profit factor goes up, down, or stays still.
If you have functional, active voidships, they aren't solely a drain on your dynasty. You shouldn't be fucked sideways by upkeep rolls for a thing that's contributing to your dynasty's stability at minimum by existing in a capacity to go fuck someone up for attempting to screw with you.
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>>94396771
>You shouldn't be fucked sideways by upkeep rolls for a thing that's contributing to your dynasty's stability at minimum
That's nice but I never said anything about upkeep rolls for ships. You are confusing me for someone else in the thread.
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>>94395315
The Bulwark, Frozen Reaches p.67
Giant fuckoff space station carved out of a moon. Basically a discount Ramilies.
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>>94396771
>They aren't related.
Fucking what. You aren’t playing the game as intended if your characters completing endeavors isn’t the primary driving force of raising your profit factor.
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>>94396859
NTA but endeavors are fucking moronic
>Today I shall schmooze my way into a new trade route
>Wine and dine several important dudes, get a read on the economic situation in the subsector, identify a critical shortfall of goods and a location that could easily provide them
>Purchase several new transports plus a number of frigates to escort them
>Select worthy merchant-captains
>And with that, surely my fancy new trade route is complete! -
>"NUH-UH, YOU DON'T HAVE ENOUGH NUMBERS, GO GET MORE OF THEM"
And its inverse:
>Today I shall schmooze my way into a new trade route
>Rock up with the Polaris-class megayacht, a Universe Mass Conveyor stuffed with thirty luxury passenger quarters and a servitor crew to keep morale maxed
>Instantly gain 3.5k numbers, immediately overflow the maximum listed endeavor size by 2k numbers, endeavor instantly completes, spare numbers turn into profit factor at a 100:1 ratio, gain 23 profit factor without lifting a finger
>>
>>94396787
>>94396859
Your both idiots.
>>
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>>94396925
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>>94396919
Look, I agree endeavors aren’t handled great. But if you completely ignore them you need to do something about the components that award achievement points because otherwise they are wasted picks and every ship turns into an optimized gunboat.
>>94396925
I’m legitimately not understanding what else you could possibly mean. How is your players doing things and the in-game events they participate in not related to the mechanics of your profit factor going up or down?
>>
>>94396919
>Wine and dine several important dudes
>get a read on the economic situation in the subsector
>identify a critical shortfall of goods
>(find) a location that could easily provide them
>Purchase several new transports
>plus a number of frigates to escort them
>Select worthy merchant-captains
If you didn't get enough points for successfully doing all of that, then it's your own damn fault.
>Instantly gain 3.5k numbers, immediately overflow the maximum listed endeavor size by 2k numbers, endeavor instantly completes, spare numbers turn into profit factor at a 100:1 ratio, gain 23 profit factor without lifting a finger
Likewise, if you don't set up requirements to start and complete endeavours so minmaxing droolers can't complete them by sitting on the SS Fuckwittery and thinking hard, it's your own damn fault.
>>
>>94396955
>your players doing things
The players are not the entire dynasty, nor micromanaging its every action.
>>
>>94396771
>>94396925
>You have the game mechanics where number goes up. (hope it goes up)
>You also have in-game events where characters do shit and the rogue trader dynasty trades rogues.
>They aren't related.
Nothing about this makes sense. The game mechanics where numbers go up are intended to be the results of your characters doing shit.
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>>94396969
Jesus Christ, you aren’t playing Romance of the Three Kingdoms. You want this expansive dynasty doing things in the background but don’t want micromanaging all aspects of the dynasty. You also dislike the background endeavor rules. Do you just have profit factor increase on a timescale?
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>>94396969
If only there was an in-game mechanic explicitly used for managing the things the dynasty does in the background the players aren't directly involved in.
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>>94396979
Half of that is just you coming up with shit takes on what you said.
>You want this expansive dynasty doing things in the background
Yes, there is an entire abstracted dynasty in the background that manages to tread water when the PCs aren't around, where undirected character do shit without killing the dynasty or completing meta endeavours for the party.
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>>94396990
That’s exactly what your dynasty should do. Tread water and keep things functioning. All the book keeping in the background is not intended to raise profit factor unless you explicitly set it up as a background endeavor.
You said something extremely vague and confusing like game mechanics increasing profit factor is not related to players actually doing things and got mad when people were understandably confused.
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>>94397006
>That’s exactly what your dynasty should do. Tread water and keep things functioning.
Yes.
>Treading water with PF numbers doesn't mean your entire rogue trader dynasty's empire is doing fuck all.
If you had trouble with that, that's a you problem.
>>
>>94396990
You are either being intentionally disingenuous or have a tenuous grasp on the English language.
>>
>>94396580
>>94396669
>>94396771
>>94396969
>>94396990
>>94397014
>The players are not the entire dynasty. They are always doing things in the background
>These actions are potentially actively earning
>but also none of this stuff matters at all
>In fact, they're barely treading water and not actively changing things at all
>These should not affect meta endeavours because Background endeavours are stupid
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>>94396957
The points mean nothing. They exist solely to try to gamify the roleplaying, but they have no supporting infrastructure whatsoever. They exist adjacent to, but outside of, the context of the system. They are neither necessary nor helpful. Their only possible use case is to keep the GM from dragging the same plot point on and on ad nauseum, which can be done in an easier, simpler and all around better manner by the GM not being a fucktard.
I have no respect for the endeavors system, because it could be replaced by a trained marmoset with a xylophone and a bag of peanuts - and frankly the peanuts are just to shut the damned thing up once in a while.
>>
Every accusation a confession.
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>>94396556
I was curious, so I ran through the rules in the core book to figure out what a cheap-as-chips vagabond trader would cost with PF. Then I got bored and gave up, but the hull alone would be -40 modifier, with more for your components.

Upkeep tests are already a thing, so I guess the overstretch profit factor of -5 would be appropriate if you failed it for a ship, and you'd be making the upkeep test at -40. Clearly not made perfectly for ships, but eh. It'd work if you were a wealthier rogue trader, and ships that were mostly doing 'normal' things - running stuff between planets - probably wouldn't need one.
>>
>>94396669
>Don't conflate what's happening in the game with game mechanics.
You are massively gay if you believe this.
>>
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There’s Good Experience Requiem and Angels of Death - Honor and Glory with stuff to play a Primaris. Does anyone have anything else? The former isn’t set up for DH 2e and the later isn’t completed
>>
>>94397208
You are an unrepentant purveyor of faggotry if you insist everything happening behind the scenes affects the PCs.
>>
Alright, gamers. Let’s get down to brass tacks. The best campaigns are ones made when the GM watched a lot of media and drew the best elements for their story. It worked wonders for my L5R campaign, and it should work here.

So what are the best movies to watch for a Rogue Trader campaign? Certainly, it would need to be Age of Sail, maybe even Pirates of the Caribbean, but I’ve been considering how to work in exodus style stuff too, since the PCs will have a hold full of Ultramaran colonists on ice they need to find a home for.

So I guess I’m asking is; what movies do you guys watch to get yourselves in the mood for RT?
>>
>>94397930
>best movies
Rogue Trader and you turn the game into a stock market simulator.
>>
>>94397941
aka the final game version of EVE online.

>>94397930
I don't care for firefly that much but as a basic idea it'd make something for expansion into a few adventures. The Fifth Element might work too, or even the Lost In Space movie's alien spider scene.

Incidentally, and utterly off topic, but The Ninth Gate is a great film for anything involving quiet mystery rather than insane bullshit.
>>
>>94397930
idk, Treasure Planet and Crimson Permanent Assurance
Pick out more pirate films.
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>>94397941
Christ, I haven’t even thought about that movie in decades.
>>
>>94397930
>>94397974
Seconding Treasure Planet, honorable mention to Master and Commander for the naval side of things, literally any movie involving a gagglefuck of nitwits too clever for their own good all triple-crossing each other, the first Pirates of the Caribbean paying special attention to Jack's characterization there (clever bastard who near always finds a way to turn a situation to his advantage, not slapstick comedy man whose flailings are amusing).
>>
>>94397930
Black Sails is very good.
>>
>>94397227
I have never seen Angels of Death - Honor and Glory, do you have a pdf?
>>
Would a parent chapter allow a fleet based successor to recruit from their own recruitment world or worlds in order to recover their losses?

As an example, would Ultramarines allow someone like the Marines Errant to recruit from the realm of Ultramar of they happened in the area and needed a new influx of neophytes?

Or, on the same vein, would the IF allow a black templar crusade passing through one of their system to recruit from it?
>>
>>94398430
Pretty sure chapters don't share recruiting worlds.
>>
>>94398430
Bumpfag, my old friend. Is that you?
>>
>>94398440
I meant as an exceptional occurrence, not regularly
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>>94398444
Probably not, we're into autosage.
>>
>>94398450
I meant at all, short of events where a chapter gets BTFO and a recruiting world taken by the imperium and given to another chapter.
>>
>>94398430
As a rule they don’t share recruiting worlds as it’s already a tiny segment of the population who can become marines.
The two cases you posted I could accept happening though. Ultramarines and Fists both have a custodial relationship towards their successors, the Fists in particular since their chapter has had to be totally rebuilt from their successors like twice. The Dark Angels would probably tell their successors to fuck off
It probably wouldn’t happen but I wouldn’t throw a fit if a Black Library book featured the Ultramarines letting one of their successors draw recruits from all over Ultramar.
>>
Wrath and Glory rule question about dual wielding:
>if you're using two weapons can you make two attacks, one with each, as part of a multi-action?
>if you're using the classic sword and pistol combo and can you use the multi-attack action to attack a target you're in melee with AND shoot a target out of melee range with the pistol
>same question as above, but against the same target in melee, slash then shoot
>>
I know there's a bit of black crusade's armoury that says "anything in here wielded by normies means the normie gets a corruption point every hour" or something similar. Can anyone tell me what page it's on please? I can't find it.
>>
>>94398430
if the chapter has lost it's own recruitment worlds and the chapter master is in a good mood then they might be allowed to grab maybe a handful of the rejects that didn't make the cut for the owner of the recruitment world
>>
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Are sector cubes placed in a grid that spreads out from Terra or are they oriented whichever way?
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Rogue Trader character creator/manager?
>>
>>94399587
>Are sector cubes placed in a grid
No. Sectors are administrative units formed wherever the Imperium gains control of a suitable cluster of useful and/or inhabited worlds connected by stable, navigable warp routes. There are arbitrarily large distances of unincorporated space between sectors, and no guarantee that sectors maintain any particular orientation relative to each other or any other landmark.
>>
>>94399587
A "sector" is just Warhammer 40k's fancy way of saying, "a province." The setting makes a lot more sense when you regard everything through a fantastical lens. Since that kind of snarky response is peak reddit, I'll also tell you that a "Sector" is, as >>94399674 points out, an administrative unit with ~80 tithed worlds within it. I'm pretty sure the number is 80, because I saw that number in association with "Sector" before so I'm happy to believe it.

An "Expanse," meanwhile, is any portion of the Galaxy that has not been incorporated into an Imperial Sector, the Calixis Sector for example was once the Calyx Expanse. I don't know exactly what the distinction between the two are as tithes can still be collected from the Expanse, but once again I revert back to my fantastical view of the setting and say an Expanse is just like, the Wild West/Hokkaido/Siberia/Ireland/Puerto Rico.
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>>94399709
I actually don’t think there’s any hard requirements that an unclaimed area of space be referred to as an Expanse. You could really call your roughly defined area of wild space anything.
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>>94398244
I only seen it as a Google doc
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>>94399632
Have you tried asking an AI?
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>>94396919
My problem with Endeavours was as a GM running Rogue Trader

Where the fuck am I supposed to be pulling the numbers from? What's supposed to determine how much score the sub.objectives give? And why would I give my players pre-determined sub-objectives on a pre-determined goal instead of giving them a wild and untamed star system and telling them to figure out how they can squeeze money out of it through sheer grit and moxie? Cause I have never once came up with better ideas on what the party was "supposed" to achieve in the settings I gave them than what they figured out on their own. By the Endeavour system, was I just supposed to shut down their ideas and stick to the pre-written Endavour? Because otherwise the whole score and sub objective system is just worthless because it can get immediately invalidated by the players having better ideas than the GM, which should be the encouraged ideal

>>94397930
It's not a movie, but play some Sunless Sea. "Wheeling and dealing with a ship on an eldritch sea full of horrors and magic" is a pretty good analogue to Rogue Trader, and can help give you ideas on establishing a tone
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>>94400399
>And why would I give my players pre-determined sub-objectives on a pre-determined goal
You don't. You're the guy to facilitate what they want to do by helping them organise it into one-off Requirements they can meet and repeatable Objectives they can go off and try to meet. Whether that's directly tackling the objective or working at it sideways by finding a middleman who needs something done to help is up to them.
That said, NPCs can have endeavours they want help with themselves.
>>
>>94400399
You’re supposed to connect their ideas to existing objectives or assign them an achievement value on the fly. It’s not a good system at all but it is weirdly baked into the game through the ship components. Personally, I just shoved the endeavor system almost entirely onto my players and purely handled the points side of things. It requires more investment from your players, but it makes the endeavor system run a lot smoother if they’re the ones setting all their objectives and sub-objectives.
>>
>>94397930
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>>94400602
Why there is so little 40k content focused on pirates? It's free real estate. Where are pirate books and animations, GW?
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>>94400635
Believe it or not, most people don't want to play baby-eating freakoids, nor play with those who do.
>>
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>>94400635
Since ships are hard to come by the only human pirates are usually in the pockets of chaos at which point it’s just play chaos cultist. For the (Dark)Eldar being a Pirate seems more like a hobby than occupation and for the Orks freebooting is just a means to get in a good fight. Tau Pirates would be interesting
>>
>>94399709
80 seems low, the few sectors we have lots of details on seem to be in the 100-200 range, but a lot of it probably comes down to transit times and political maneuvering

>>94400635
>>94400893
>>94400992
Pirates show up a decent amount in BFG and the FFG RPGs
>>
>>94401072
>80
>low
Have you seen some of the sector maps from Imperial Armor and BFG? The Badab sector is tiny even if you assume they’re only listing the most strategically significant planets.
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>>94399587
>sector cube
I don't remember how accurate this is for names but it's the rough layout, with Terra at the centre.
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>>94401281
Gothic maps only shows systems significant to the campaign and even then there are over 70

Imperial Armor books have always had a bad sense of scale, but I guess you can be generous and assume it is either a small lynchpin sector, or the map is very oversimplified
>>
>>94401972
those kinds of maps are pretty much all headcanon, not all sectors directly border each other
>>
Is it unreasonable to use Assail to disarm enemies or remove their armor in Only War?
>>
>>94402200
A little - it's more a rough telekinetic burst. Maybe if they ended up with however many DoS it takes to knock the target down you might blow something off their armour or knock a weapon from their hand.
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>>94402210
Yeah, I just got into a short game where the table allowed my character to do this type of stuff because odds are it won't matter all that much in the end because my the looks of it we are probably getting a TPK Tzeench themselves decides to rig our dice.
>>
>>94402364
If it's just a baby game, sure. Forgo the damage and make it a straight strength dos vs focus test dos for a disarm, and knock off one piece of armour per DoS above 3. Seems reasonable.
>>
>>94397930
Atlantis: the Lost Empire. Whitmore's an RT too old to go out on an adventure, and Milo is his plucky named successor that he lives through vicariously.
>>
New thread: >>94403241



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